Living Shadow: While the dragon is in dim light or darkness it has resistance to damage that isn’t force, psychic, or radiant.
Shadow Lord: The dragon’s presence can distort non magical light, causing bright light to become dim and dim light to become darkness within five miles of it.
Staffing: The dragon can use its movement simultaneously with its breath weapon, adding its movement to the length of the breath.
Sunlight Sensitivity: While in direct sunlight, the dragon can no longer regenerate, all attack rolls against it have advantage, and it’s attacks have disadvantage.
Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Regeneration: The dragon regenerates 33 hit points at the start of it’s turn provided it has at least one and is not in direct sunlight.
Innate Spellcasting: The dragon’s innate spellcasting ability is charisma (save DC 25, + 17 to hit with spell attacks).
At Will: Darkness, Invisibility, Dimensional Door, Lightning Bolt, Polimorph, Call Lightning.
7/day: Destructive Wave, Armor Of Agathys (cast at 5th level), Dominate Person, Shield.
5/day: Physical Mirror, Heal, Sunfire, Teleport, Globe Of Invulnerability.
3/day: Anti-magic Field, Power Word Stun, Horrid Wilting, Dark Star.
1/day each: Elemental Havoc, Meteor Swarm, Power Word Heal.
Multiattack. The dragon can use its frightful presence. It then makes five attacks: one with its bite, two with its claws, one with it’s wings, and one with its tail.
Bite. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: (3d10+10) slashing damage plus (5d6) necrotic damage.
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: (3d8+10) plus (3d6) necrotic damage.
Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: (3d12+10) plus (6d6) fire.
Wing Attack. The dragon beats its wings. Each creature within 30 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 13 (3d6 + 10) bludgeoning damage and (5d6) fire damage and be knocked prone. The dragon can then fly up to half its flying speed.
Fire Breath (Recharge 4–6). The dragon exhales in a 30-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking (33d6) fire or necrotic (dragon’s choice) damage on a failed save, or half as much damage on a successful one. If it chooses necrotic, creatures slain by the dragon rise as shadows the next turn.
Eelemental Shard (Recharge 4-6): The dragon conjures up to three giant shard of ice, fire, acid, lightning, or force, and shoots them up to 600 feet. All creatures in a 15 foot radius of where one impacts must make a dexterity saving throw or take 10d6 bludgeoning and 10d6 of the chosen damage type, taking half damage on a save success. A large or smaller creature can be affected by only one shard, while a huge creature can be affected by 2 and a gargantuan creature can be affected by three.
The dragon can take 5 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon makes one wing attack.
Spell (Costs 3 Actions). The dragon uses its elemental shard attack with only one shard, or casts one spell that it knows.
Description
Barmouth The Destroyer (Godslayer of the Abyss) was once a red dragon of immense power who dreamed of world dominion. As such, to augment his powers, he merged with his astral self with the help of the demon lord Graz’zt. Believing the gods to be tyrannical, he set about banishing them so that they may never set foot in Canesco again. He succeeded, and outright killed Mechinus, god of automation. However, he was soon after banished to Shadowfell by a group of adventurers in an epic battle that left all but one of them dead as well. To do this, the adventurers first weakened him by using a wish spell to separate him from his astral self, striping him of his magical abilities. He was still a red Greatworm, however, and after losing all but one of his party, their leader Denim banished both Barloth and himself to shadowfell forever.
Now he has returned, empowered by the dark magic of Shadowfell, he sweeps down from the frozen wastes of the north. Armies fall before him like leaves in an autumn gale. Now, for the sake of every living creature on this earth, he must be stopped. And if not you then who?
Previous Versions
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